Import changes from the local SVN working copy

This commit is contained in:
Asdow
2022-10-10 10:08:44 +03:00
parent 9cc567644f
commit 1f0a8f46e8
170 changed files with 1798 additions and 1764 deletions
+58 -68
View File
@@ -908,7 +908,7 @@ UINT16 PROFILLUA_sSectorX;
UINT16 PROFILLUA_sSectorY;
UINT8 PROFILLUA_bSectorZ;
UINT8 PROFILLUA_Level;
UINT8 PROFILLUA_ubID;
UINT16 PROFILLUA_ubID;
UINT32 PROFILLUA_sGridNo;
UINT8 PROFILLUA_ubDirectiono;
UINT8 PROFILLUA_bTeam;
@@ -918,7 +918,7 @@ UINT16 PROFILLUA2_sSectorX;
UINT16 PROFILLUA2_sSectorY;
UINT8 PROFILLUA2_bSectorZ;
UINT32 PROFILLUA2_sGridNo;
UINT8 PROFILLUA2_ubID;
UINT16 PROFILLUA2_ubID;
LUA_GLOBAL gLuaGlobal[1000];
@@ -2354,7 +2354,7 @@ static int l_WhoIsThere2 (lua_State *L)
{
UINT32 sGridNo = lua_tointeger(L,1);
INT8 bLevel = lua_tointeger(L,2);
UINT8 Val = WhoIsThere2( sGridNo, bLevel );
UINT16 Val = WhoIsThere2( sGridNo, bLevel );
lua_pushinteger(L, Val);
}
@@ -2698,8 +2698,9 @@ void LuaHandleSectorLiberation( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, B
LuaFunction( _LS.L, "HandleSectorLiberation" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Param<bool>( fFirstTime ).Call( 4 );
}
void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ,
INT32 sGridNo, UINT8 bLevel, UINT8 ubId,
void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY,
INT8 bSectorZ,
INT32 sGridNo, UINT8 bLevel, UINT16 ubId,
UINT16 usActionType, INT32 sLuaactionid, INT32 difficulty, UINT16 skill )
{
const char* filename = "scripts\\Overhead.lua";
@@ -2918,7 +2919,7 @@ BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 u
SOLDIERTYPE * FindSoldierByProfileID_( UINT8 ubProfileID )
{
UINT8 ubLoop, ubLoopLimit;
UINT16 ubLoop, ubLoopLimit;
SOLDIERTYPE * pSoldier;
ubLoopLimit = MAX_NUM_SOLDIERS;
@@ -2935,7 +2936,7 @@ SOLDIERTYPE * FindSoldierByProfileID_( UINT8 ubProfileID )
SOLDIERTYPE * FindSoldierByProfileID2( UINT8 ubProfileID, BOOLEAN fPlayerMercsOnly )
{
UINT8 cnt2, ubLoopLimit;
UINT16 cnt2, ubLoopLimit;
SOLDIERTYPE * pSoldier;
ubLoopLimit = gTacticalStatus.Team[CIV_TEAM].bLastID;
@@ -4730,7 +4731,7 @@ static int l_NumMercsNear(lua_State *L)
{
UINT8 ubProfileID = lua_tointeger(L,1);
UINT8 ubMaxDist = lua_tointeger(L,2);
UINT8 ID2 = NumMercsNear( ubProfileID, ubMaxDist );
UINT16 ID2 = NumMercsNear( ubProfileID, ubMaxDist );
lua_pushinteger(L, ID2);
}
@@ -5799,7 +5800,7 @@ static int l_SetOffPanicBombs (lua_State *L)
{
if ( lua_gettop(L) >= 2 )
{
UINT8 ubID = lua_tointeger(L,1);
UINT16 ubID = lua_tointeger(L,1);
INT8 bPanicTrigger = lua_tointeger(L,2);
SetOffPanicBombs( ubID, bPanicTrigger );
}
@@ -5852,7 +5853,7 @@ static int l_MakeNoise(lua_State *L)
if ( lua_gettop(L) >= 6 )
{
UINT8 ubNoiseMaker = lua_tointeger(L,1);
UINT16 ubNoiseMaker = lua_tointeger(L,1);
INT32 sGridNo = lua_tointeger(L,2);
INT8 bLevel = lua_tointeger(L,3);
UINT8 ubTerrType = lua_tointeger(L,4);
@@ -5995,7 +5996,7 @@ return 0;
static int l_ActionInProgress(lua_State *L)
{
UINT8 cnt2;
UINT16 cnt2;
SOLDIERTYPE * pSoldier;
if (lua_gettop(L) >= 2)
@@ -6357,7 +6358,7 @@ static int l_ActivateSwitchInGridNo(lua_State *L)
{
if (lua_gettop(L) >= 2)
{
UINT8 ubID = lua_tointeger(L, 1);
UINT16 ubID = lua_tointeger(L, 1);
INT32 sGridNo = lua_tointeger(L, 2);
if (!TileIsOutOfBounds(sGridNo) && ubID < TOTAL_SOLDIERS)
@@ -7128,7 +7129,7 @@ static int l_ACTION_ITEM_SEX (lua_State *L)
if ( ! (gTacticalStatus.uiFlags & INCOMBAT) )
{
UINT8 ubID;
UINT16 ubID;
OBJECTTYPE DoorCloser;
INT16 sTeleportSpot;
INT16 sDoorSpot;
@@ -7579,7 +7580,7 @@ static int l_EVENT_InitNewSoldierAnim (lua_State *L)
{
if ( lua_gettop(L) >= 3 )
{
UINT8 ubTargetNPC = lua_tointeger(L,1);
UINT16 ubTargetNPC = lua_tointeger(L,1);
//if (i == 2 ) BodyType = lua_tointeger(L,i);
UINT32 ANIM = lua_tointeger(L,2);
INT32 cnt = lua_tointeger(L,3);
@@ -7636,13 +7637,13 @@ static int l_SetEnterCombatMode (lua_State *L)
if ( lua_gettop(L) >= 2 )
{
UINT16 group = lua_tointeger(L,1);
UINT8 ubID = lua_tointeger(L,2);
UINT16 ubID = lua_tointeger(L,2);
if ( ubID == NOBODY )
return 0;
SOLDIERTYPE* pGoon = NULL;
for ( UINT8 ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
for ( UINT16 ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
{
pGoon = MercPtrs[ ubLoop ];
if ( pGoon->ubCivilianGroup == group && pGoon->bActive && pGoon->bInSector && pGoon->stats.bLife >= OKLIFE && pGoon->aiData.bOppList[ ubID ] == SEEN_CURRENTLY )
@@ -7675,7 +7676,7 @@ static int l_MakeMercPtrsHostile (lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
UINT8 ubID = lua_tointeger(L,1);
UINT16 ubID = lua_tointeger(L,1);
MakeCivHostile(MercPtrs[ ubID ]);
}
@@ -7734,7 +7735,7 @@ static int l_EVENT_SoldierGotHit (lua_State *L)
DeleteTalkingMenu();
if ( pTarget2->stats.bLife >= 0 )
{
pTarget2->EVENT_SoldierGotHit( 1, 100, 10, pTarget2->ubDirection, 320, NOBODY , FIRE_WEAPON_NO_SPECIAL, AIM_SHOT_TORSO, 0, NOWHERE );
pTarget2->EVENT_SoldierGotHit( 1, 100, 10, pTarget2->ubDirection, 320, NOBODY, FIRE_WEAPON_NO_SPECIAL, AIM_SHOT_TORSO, 0, NOWHERE );
}
}
}
@@ -8067,7 +8068,7 @@ static int l_ChangeMercPtrsTeam (lua_State *L)
{
if ( lua_gettop(L) >= 2 )
{
UINT8 UID = lua_tointeger(L,1);
UINT16 UID = lua_tointeger(L,1);
INT8 Side = lua_tointeger(L,2);
if ( MercPtrs[UID] && MercPtrs[ UID ]->bInSector && MercPtrs[ UID ]->bActive )
@@ -8878,46 +8879,33 @@ static int l_GetDirection (lua_State *L)
static int l_ubID (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubTargetNPC = 0;
SOLDIERTYPE *pSoldier;
UINT32 ubID = 0;
for (i= 1; i<=n; i++ )
if (lua_gettop(L) >= 1)
{
if (i == 1 )
ubTargetNPC = lua_tointeger(L,i);
UINT8 ubTargetNPC = 0;
SOLDIERTYPE *pSoldier;
ubTargetNPC = lua_tointeger(L, 1);
pSoldier = FindSoldierByProfileID(ubTargetNPC, FALSE);
if (pSoldier)
lua_pushinteger(L, pSoldier->ubID);
else
lua_pushinteger(L, -1);
}
pSoldier = FindSoldierByProfileID( ubTargetNPC, FALSE);
if ( pSoldier )
ubID = pSoldier->ubID;
else
ubID = -1;
lua_pushinteger(L, ubID);
return 1;
}
//------------
static int l_GetFirstID (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 team = 0;
UINT32 id;
for (i= 1; i<=n; i++ )
if (lua_gettop(L) >= 1)
{
if (i == 1 ) team = lua_tointeger(L,i);
UINT8 team = 0;
UINT32 id;
team = lua_tointeger(L, 1);
id = gTacticalStatus.Team[team].bFirstID;
lua_pushinteger(L, id);
}
id = gTacticalStatus.Team[ team ].bFirstID;
lua_pushinteger(L, id);
return 1;
}
@@ -9190,7 +9178,7 @@ static int l_WearGasMaskIfAvailable(lua_State *L)
{
if ( lua_gettop( L ) >= 1 )
{
UINT8 ubID = lua_tointeger( L, 1 );
UINT16 ubID = lua_tointeger( L, 1 );
if ( MercPtrs[ubID] && MercPtrs[ubID]->bInSector && MercPtrs[ubID]->bActive )
{
@@ -9205,7 +9193,7 @@ static int l_SetNewSituationMercPtsr(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubID = 0;
UINT16 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
@@ -9573,7 +9561,7 @@ static int l_SetOffBombsInGridNo (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubID = 0;
UINT16 ubID = 0;
INT32 sGridNo = 0;
BOOLEAN fAllBombs = FALSE;
INT8 bLevel = 0;
@@ -9613,7 +9601,7 @@ static int l_AnimMercPtsrSoldierGotHit (lua_State *L)
{
if ( MercPtrs[ ubID ]->stats.bLife >= 0 )
{
MercPtrs[ ubID ]->EVENT_SoldierGotHit( 1, 100, 10, MercPtrs[ ubID ]->ubDirection, 320, NOBODY , FIRE_WEAPON_NO_SPECIAL, AIM_SHOT_TORSO, 0, NOWHERE );
MercPtrs[ ubID ]->EVENT_SoldierGotHit( 1, 100, 10, MercPtrs[ ubID ]->ubDirection, 320, NOBODY, FIRE_WEAPON_NO_SPECIAL, AIM_SHOT_TORSO, 0, NOWHERE );
}
}
@@ -9738,7 +9726,8 @@ static int l_FindSoldierByProfileID (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubTargetNPC = 0,ubLoop = 0,ubLoopLimit = 0;
UINT8 ubTargetNPC = 0;
UINT16 ubLoop = 0, ubLoopLimit = 0;
SOLDIERTYPE *pSoldier;
UINT8 id = -1;
@@ -9767,7 +9756,8 @@ static int l_FindSoldierByProfileIDBool (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubTargetNPC = 0,ubLoop = 0,ubLoopLimit = 0;
UINT8 ubTargetNPC = 0;
UINT16 ubLoop = 0, ubLoopLimit = 0;
SOLDIERTYPE *pSoldier;
UINT8 id = -1;
BOOLEAN ProfBool = FALSE;
@@ -11445,7 +11435,7 @@ static int l_SetMoneyInSoldierProfile(lua_State *L)
static int l_AddToShouldBecomeHostileOrSayQuoteList(lua_State *L)
{
UINT8 ubID = 0;
UINT16 ubID = 0;
UINT8 n = lua_gettop(L);
int i = 0;
@@ -12381,7 +12371,7 @@ return 0;
static int l_SetMercPtsrSectorZ(lua_State *L)
{
UINT8 ubID = 0;
UINT16 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
INT8 SectorZ;
@@ -12413,7 +12403,7 @@ static int l_SetMercPtsrSectorZ(lua_State *L)
static int l_SetMercPtsrSectorX(lua_State *L)
{
UINT8 ubID = 0;
UINT16 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
INT16 SectorX;
@@ -12446,7 +12436,7 @@ static int l_SetMercPtsrSectorX(lua_State *L)
static int l_SetMercPtsrSectorY(lua_State *L)
{
UINT8 ubID = 0;
UINT16 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
INT16 SectorY;
@@ -12479,7 +12469,7 @@ static int l_SetMercPtsrSectorY(lua_State *L)
static int l_SetMercPtsrubGroupID(lua_State *L)
{
UINT8 ubID = 0;
UINT16 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
INT8 GroupID;
@@ -12512,7 +12502,7 @@ static int l_SetMercPtsrubGroupID(lua_State *L)
static int l_CheckMercPtsrSectorY(lua_State *L)
{
UINT8 ubID = 0;
UINT16 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
INT16 SectorY;
@@ -12550,7 +12540,7 @@ static int l_CheckMercPtsrSectorY(lua_State *L)
static int l_CheckMercPtsrSectorX(lua_State *L)
{
UINT8 ubID = 0;
UINT16 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
INT16 SectorX;
@@ -12588,7 +12578,7 @@ static int l_CheckMercPtsrSectorX(lua_State *L)
static int l_CheckMercPtsrSectorZ(lua_State *L)
{
UINT8 ubID = 0;
UINT16 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
INT16 SectorZ;
@@ -12626,7 +12616,7 @@ static int l_CheckMercPtsrSectorZ(lua_State *L)
static int l_CheckMercPtsrubGroupID(lua_State *L)
{
UINT8 ubID = 0;
UINT16 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
UINT8 GroupID;
@@ -13269,7 +13259,7 @@ static int l_DoInteractiveActionDefaultResult( lua_State *L )
if ( lua_gettop( L ) >= 3 )
{
INT32 sGridNo = lua_tointeger( L, 1 );
UINT8 ubID = lua_tointeger( L, 2 );
UINT16 ubID = lua_tointeger( L, 2 );
BOOLEAN success = lua_tointeger( L, 3 );
DoInteractiveActionDefaultResult( sGridNo, ubID, success );
@@ -13282,7 +13272,7 @@ static int l_GiveExp( lua_State *L )
{
if ( lua_gettop( L ) >= 3 )
{
UINT8 ubID = lua_tointeger( L, 1 );
UINT16 ubID = lua_tointeger( L, 1 );
UINT8 ubStat = lua_tointeger( L, 2 );
UINT16 usNumChances = lua_tointeger( L, 3 );
@@ -13375,7 +13365,7 @@ static int l_SoldierSpendMoney( lua_State *L )
{
if ( lua_gettop( L ) >= 2 )
{
UINT8 usId = lua_tointeger( L, 1 );
UINT16 usId = lua_tointeger( L, 1 );
UINT32 amount = lua_tointeger( L, 2 );
lua_pushinteger( L, SpendMoney( MercPtrs[usId], amount ) );